RPCS3 v0.0.2-3-1b5a479 Alpha
Quote:·F 0:00:02.861134 {PPU[0x1000000] Thread (main_thread) [0x0028d7d0]} MEM: Access violation writing location 0x4fff0000
RPCS3 v0.0.3-3-6782b22 Alpha
Ingame - Loading screen will appear frozen as it maxes out CPU. Leaving the game to load for 5-10 mins results in it finally going ingame.
Just played through the first mission on 0.0.28.15363 and it's definitely playable by now. I didn't encounter a single crash, just two minor issues, both of which may be related to my settings, rather than actual emulation issues.
1. The sound got a little choppy towards the end of the mission
2. Some effect sprites were not properly scaled.
HOWEVER: I was playing in 2560x1440 with double vblank (which didn't double the framerate as I had hoped, but it might explain the sound issues).
Any crashes and rendering issues I've encountered before (disappearing models in cutscenes mostly) were not present anymore.
Well finally got as single "PPU Trap" crash on my replay of the first mission. But that's been the first crash in 3 hours, so IMHO it almost doesn't count.
I've found that setting the minimum sprite scaling resolution to 640x640 fixes all issues related to resolution scaling.
Increasing the Vblank to 200% and applying the 60fps patch also generally works, but it introduces some minor issues in the cutscenes.
Didn't have any major sound issues this time either. I've slightly increased the audio buffer size to 140ms, maybe that was enough.
Here's a video of the first half of the first mission for reference:
Video (MP4, 1080p, h264)
Here's the config_BLES00259.yml used. There's probably a whole lot of compatibility options enabled there that are not actually needed, but it works.
Code:
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
PPU Calling History: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 0
PPU LLVM Greedy Mode: false
PPU LLVM Precompilation: true
Thread Scheduler Mode: RPCS3 Scheduler
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
SPU Reservation Busy Waiting Percentage: 0
SPU GETLLAR Busy Waiting Percentage: 100
SPU Debug: false
MFC Debug: false
Preferred SPU Threads: 0
SPU delay penalty: 3
SPU loop detection: true
Max SPURS Threads: 6
SPU Block Size: Safe
Accurate GETLLAR: false
Accurate SPU DMA: false
Accurate SPU Reservations: true
Accurate Cache Line Stores: false
Accurate RSX reservation access: false
RSX FIFO Accuracy: Ordered & Atomic
SPU Verification: true
SPU Cache: true
SPU Profiler: false
MFC Commands Shuffling Limit: 0
MFC Commands Timeout: 0
MFC Commands Shuffling In Steps: false
Enable TSX: Disabled
Accurate xfloat: false
Approximate xfloat: true
Relaxed xfloat: true
Accurate PPU 128-byte Reservation Op Max Length: 0
Stub PPU Traps: 1
Full Width AVX-512: false
PPU LLVM Java Mode Handling: false
Use Accurate DFMA: true
PPU Set Saturation Bit: false
PPU Accurate Non-Java Mode: false
PPU Fixup Vector NaN Values: false
PPU Accurate Vector NaN Values: false
PPU Set FPCC Bits: false
Debug Console Mode: false
Hook static functions: false
Libraries Control:
[]
HLE lwmutex: false
SPU LLVM Lower Bound: 0
SPU LLVM Upper Bound: 18446744073709551615
TSX Transaction First Limit: 800
TSX Transaction Second Limit: 2000
Clocks scale: 100
SPU Wake-Up Delay: 0
SPU Wake-Up Delay Thread Mask: 63
Max CPU Preempt Count: 0
Allow RSX CPU Preemptions: true
Sleep Timers Accuracy: Usleep Only
Usleep Time Addend: 0
Performance Report Threshold: 500
Enable Performance Report: false
Assume External Debugger: false
SPU GETLLAR polling detection: false
LLVM Accurate DFMA: true
PPU LLVM Accurate Vector NaN values: false
Lower SPU thread priority: false
Enable thread scheduler: true
Lib Loader: Load liblv2.sprx only
Load libraries: []
Accurate PUTLLUC: false
VFS:
Enable /host_root/: false
Initialize Directories: true
Limit disk cache size: false
Disk cache maximum size (MB): 5120
Empty /dev_hdd0/tmp/: true
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: Off
Second Frame Limit: 0
MSAA: Auto
Shader Mode: Shader Recompiler
Shader Precision: High
Write Color Buffers: true
Write Depth Buffer: true
Read Color Buffers: true
Read Depth Buffer: true
Log shader programs: false
VSync: true
Debug output: false
Debug overlay: false
Renderdoc Compatibility Mode: false
Use GPU texture scaling: false
Stretch To Display Area: false
Force High Precision Z buffer: false
Strict Rendering Mode: false
Disable ZCull Occlusion Queries: false
Disable Video Output: false
Disable Vertex Cache: true
Disable FIFO Reordering: false
Enable Frame Skip: false
Force CPU Blit: false
Disable On-Disk Shader Cache: false
Disable Vulkan Memory Allocator: false
Use full RGB output range: true
Strict Texture Flushing: false
Multithreaded RSX: false
Relaxed ZCULL Sync: false
3D Display Mode: Disabled
Debug Program Analyser: false
Accurate ZCULL stats: true
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 200
Anisotropic Filter Override: 16
Texture LOD Bias Addend: 0
Minimum Scalable Dimension: 640
Shader Compiler Threads: 0
Driver Recovery Timeout: 1000000
Driver Wake-Up Delay: 20
Vblank Rate: 60
Vblank NTSC Fixup: false
DECR memory layout: false
Allow Host GPU Labels: false
Disable MSL Fast Math: false
Output Scaling Mode: Bilinear
Vulkan:
Adapter: NVIDIA GeForce RTX 2080
Force FIFO present mode: false
Force primitive restart flag: false
Exclusive Fullscreen Mode: Automatic
Asynchronous Texture Streaming 2: false
FidelityFX CAS Sharpening Intensity: 50
Asynchronous Queue Scheduler: Safe
VRAM allocation limit (MB): 65536
Force Disable Exclusive Fullscreen Mode: false
Enable FidelityFX Super Resolution Upscaling: false
Performance Overlay:
Enabled: false
Enable Framerate Graph: false
Enable Frametime Graph: false
Framerate datapoints: 50
Frametime datapoints: 170
Detail level: Medium
Framerate graph detail level: All
Frametime graph detail level: All
Metrics update interval (ms): 350
Font size (px): 10
Position: Top Left
Font: n023055ms.ttf
Horizontal Margin (px): 50
Vertical Margin (px): 50
Center Horizontally: false
Center Vertically: false
Opacity (%): 70
Body Color (hex): "#FFE138FF"
Body Background (hex): "#002339FF"
Title Color (hex): "#F26C24FF"
Title Background (hex): "#00000000"
Shader Loading Dialog:
Allow custom background: true
Darkening effect strength: 30
Blur effect strength: 0
Enable 3D: false
Disable native float16 support: false
Shader Compilation Hint:
Position X (px): 20
Position Y (px): 690
Use Legacy OpenGL Buffers: false
Disable Asynchronous Shader Compiler: false
Audio:
Renderer: XAudio2
Audio Provider: CellAudio
RSXAudio Avport: HDMI 0
Dump to file: false
Convert to 16 bit: false
Audio Format: Stereo
Audio Formats: 0
Audio Device: "@@@default@@@"
Master Volume: 100
Enable Buffering: true
Desired Audio Buffer Duration: 140
Enable Time Stretching: false
Disable Sampling Skip: false
Time Stretching Threshold: 75
Microphone Type: "Null"
Microphone Devices: "@@@@@@@@@@@@"
Music Handler: Qt
Audio provider: CellAudio
Audio Channels: Downmix to Stereo
Start Threshold: 1
Sampling Period Multiplier: 100
Downmix to Stereo: true
Input/Output:
Keyboard: "Null"
Mouse: Basic
Camera: "Null"
Camera type: Unknown
Camera flip: None
Camera ID: Default
Move: "Null"
Buzz emulated controller: "Null"
Turntable emulated controller: "Null"
GHLtar emulated controller: "Null"
Pad handler mode: Single-threaded
Keep pads connected: false
Pad handler sleep (microseconds): 1000
Background input enabled: true
Show move cursor: false
Lock overlay input to player one: false
Emulated Midi devices: Keyboardßßß@@@Keyboardßßß@@@Keyboardßßß@@@
System:
License Area: SCEA
Language: English (US)
Keyboard Type: English keyboard (US standard)
Enter button assignment: Enter with cross
Console time offset (s): 0
PSID high: 0
PSID low: 0
HDD Model Name: ""
HDD Serial Number: ""
Net:
Internet enabled: Connected
IP address: 192.168.1.1
Bind address: 0.0.0.0
DNS address: 8.8.8.8
IP swap list: ""
UPNP Enabled: false
PSN status: Simulated
NPID: RPCS3_F8p6WHja17
Connection status: Disconnected
Savestate:
Start Paused: false
Suspend Emulation Savestate Mode: false
Inspection Mode Savestates: false
Save Disc Game Data: false
Miscellaneous:
Automatically start games after boot: true
Exit RPCS3 when process finishes: false
Pause emulation on RPCS3 focus loss: false
Start games in fullscreen mode: true
Prevent display sleep while running games: true
Show trophy popups: true
Show shader compilation hint: true
Show PPU compilation hint: true
Use native user interface: true
GDB Server: 127.0.0.1:2345
Silence All Logs: false
Window Title Format: "FPS: %F | %R | %V | %T [%t]"
Pause Emulation During Home Menu: false
Log: {}
Just finished the single player campaign with Stub PPU Traps: 1 and no further crashes... no visual glitches either.
I can confirm the single player mode is completable start to finish.
Here's the config I eventually settled on:
Code:
Core:
PPU Decoder: Recompiler (LLVM)
PPU Threads: 2
PPU Debug: false
PPU Calling History: false
Save LLVM logs: false
Use LLVM CPU: ""
Max LLVM Compile Threads: 0
PPU LLVM Greedy Mode: false
PPU LLVM Precompilation: true
Thread Scheduler Mode: RPCS3 Scheduler
Set DAZ and FTZ: false
SPU Decoder: Recompiler (LLVM)
SPU Reservation Busy Waiting Percentage: 0
SPU GETLLAR Busy Waiting Percentage: 100
SPU Debug: false
MFC Debug: false
Preferred SPU Threads: 6
SPU delay penalty: 3
SPU loop detection: true
Max SPURS Threads: 6
SPU Block Size: Safe
Accurate GETLLAR: false
Accurate SPU DMA: false
Accurate SPU Reservations: true
Accurate Cache Line Stores: false
Accurate RSX reservation access: false
RSX FIFO Accuracy: Fast
SPU Verification: true
SPU Cache: true
SPU Profiler: false
MFC Commands Shuffling Limit: 0
MFC Commands Timeout: 0
MFC Commands Shuffling In Steps: false
Enable TSX: Disabled
Accurate xfloat: false
Approximate xfloat: false
Relaxed xfloat: true
Accurate PPU 128-byte Reservation Op Max Length: 0
Stub PPU Traps: 0
Full Width AVX-512: false
PPU LLVM Java Mode Handling: false
Use Accurate DFMA: true
PPU Set Saturation Bit: false
PPU Accurate Non-Java Mode: false
PPU Fixup Vector NaN Values: false
PPU Accurate Vector NaN Values: false
PPU Set FPCC Bits: false
Debug Console Mode: false
Hook static functions: false
Libraries Control:
[]
HLE lwmutex: false
SPU LLVM Lower Bound: 0
SPU LLVM Upper Bound: 18446744073709551615
TSX Transaction First Limit: 800
TSX Transaction Second Limit: 2000
Clocks scale: 100
SPU Wake-Up Delay: 0
SPU Wake-Up Delay Thread Mask: 63
Max CPU Preempt Count: 20
Allow RSX CPU Preemptions: true
Sleep Timers Accuracy: Usleep Only
Usleep Time Addend: 0
Performance Report Threshold: 500
Enable Performance Report: false
Assume External Debugger: false
SPU GETLLAR polling detection: false
LLVM Accurate DFMA: true
PPU LLVM Accurate Vector NaN values: false
Lower SPU thread priority: false
Enable thread scheduler: true
Lib Loader: Load liblv2.sprx only
Load libraries: []
Accurate PUTLLUC: false
VFS:
Enable /host_root/: false
Initialize Directories: true
Limit disk cache size: false
Disk cache maximum size (MB): 5120
Empty /dev_hdd0/tmp/: true
Video:
Renderer: Vulkan
Resolution: 1280x720
Aspect ratio: 16:9
Frame limit: Off
Second Frame Limit: 0
MSAA: Auto
Shader Mode: Async with Shader Interpreter
Shader Precision: Low
Write Color Buffers: true
Write Depth Buffer: false
Read Color Buffers: true
Read Depth Buffer: false
Log shader programs: false
VSync: true
Debug output: false
Debug overlay: false
Renderdoc Compatibility Mode: false
Use GPU texture scaling: false
Stretch To Display Area: false
Force High Precision Z buffer: false
Strict Rendering Mode: false
Disable ZCull Occlusion Queries: false
Disable Video Output: false
Disable Vertex Cache: false
Disable FIFO Reordering: false
Enable Frame Skip: false
Force CPU Blit: false
Disable On-Disk Shader Cache: false
Disable Vulkan Memory Allocator: false
Use full RGB output range: true
Strict Texture Flushing: false
Multithreaded RSX: false
Relaxed ZCULL Sync: true
3D Display Mode: Disabled
Debug Program Analyser: false
Accurate ZCULL stats: false
Consecutive Frames To Draw: 1
Consecutive Frames To Skip: 1
Resolution Scale: 200
Anisotropic Filter Override: 16
Texture LOD Bias Addend: 0
Minimum Scalable Dimension: 704
Shader Compiler Threads: 16
Driver Recovery Timeout: 1000000
Driver Wake-Up Delay: 20
Vblank Rate: 60
Vblank NTSC Fixup: true
DECR memory layout: false
Allow Host GPU Labels: true
Disable MSL Fast Math: false
Output Scaling Mode: Bilinear
Vulkan:
Adapter: NVIDIA GeForce RTX 2080
Force FIFO present mode: false
Force primitive restart flag: false
Exclusive Fullscreen Mode: Disable
Asynchronous Texture Streaming 2: false
FidelityFX CAS Sharpening Intensity: 50
Asynchronous Queue Scheduler: Fast
VRAM allocation limit (MB): 65536
Force Disable Exclusive Fullscreen Mode: false
Enable FidelityFX Super Resolution Upscaling: false
Performance Overlay:
Enabled: false
Enable Framerate Graph: false
Enable Frametime Graph: false
Framerate datapoints: 50
Frametime datapoints: 170
Detail level: Medium
Framerate graph detail level: All
Frametime graph detail level: All
Metrics update interval (ms): 350
Font size (px): 10
Position: Top Left
Font: n023055ms.ttf
Horizontal Margin (px): 50
Vertical Margin (px): 50
Center Horizontally: false
Center Vertically: false
Opacity (%): 70
Body Color (hex): "#FFE138FF"
Body Background (hex): "#002339FF"
Title Color (hex): "#F26C24FF"
Title Background (hex): "#00000000"
Shader Loading Dialog:
Allow custom background: true
Darkening effect strength: 30
Blur effect strength: 0
Enable 3D: false
Disable native float16 support: false
Shader Compilation Hint:
Position X (px): 20
Position Y (px): 690
Use Legacy OpenGL Buffers: false
Disable Asynchronous Shader Compiler: false
Audio:
Renderer: XAudio2
Audio Provider: CellAudio
RSXAudio Avport: HDMI 0
Dump to file: false
Convert to 16 bit: false
Audio Format: Stereo
Audio Formats: 0
Audio Device: "@@@default@@@"
Master Volume: 100
Enable Buffering: true
Desired Audio Buffer Duration: 150
Enable Time Stretching: false
Disable Sampling Skip: false
Time Stretching Threshold: 75
Microphone Type: "Null"
Microphone Devices: "@@@@@@@@@@@@"
Music Handler: Qt
Audio provider: CellAudio
Audio Channels: Downmix to Stereo
Start Threshold: 1
Sampling Period Multiplier: 100
Downmix to Stereo: true
Input/Output:
Keyboard: "Null"
Mouse: Basic
Camera: "Null"
Camera type: Unknown
Camera flip: None
Camera ID: Default
Move: "Null"
Buzz emulated controller: "Null"
Turntable emulated controller: "Null"
GHLtar emulated controller: "Null"
Pad handler mode: Multi-threaded
Keep pads connected: false
Pad handler sleep (microseconds): 1000
Background input enabled: true
Show move cursor: false
Lock overlay input to player one: false
Emulated Midi devices: Keyboardßßß@@@Keyboardßßß@@@Keyboardßßß@@@
System:
License Area: SCEA
Language: English (US)
Keyboard Type: English keyboard (US standard)
Enter button assignment: Enter with cross
Console time offset (s): 0
PSID high: 0
PSID low: 0
HDD Model Name: ""
HDD Serial Number: ""
Net:
Internet enabled: Connected
IP address: 192.168.1.1
Bind address: 0.0.0.0
DNS address: 8.8.8.8
IP swap list: ""
UPNP Enabled: false
PSN status: Simulated
NPID: RPCS3_F8p6WHja17
Connection status: Disconnected
Savestate:
Start Paused: false
Suspend Emulation Savestate Mode: false
Inspection Mode Savestates: false
Save Disc Game Data: false
Miscellaneous:
Automatically start games after boot: true
Exit RPCS3 when process finishes: false
Pause emulation on RPCS3 focus loss: false
Start games in fullscreen mode: true
Prevent display sleep while running games: true
Show trophy popups: true
Show shader compilation hint: false
Show PPU compilation hint: false
Use native user interface: true
GDB Server: 127.0.0.1:2345
Silence All Logs: false
Window Title Format: "FPS: %F | %R | %V | %T [%t]"
Pause Emulation During Home Menu: false
Log: {}
In case anyone is interested: I made a few stub movies so that I wouldn't have to rewatch the title sequence every time I wanted to try a new config:
http://video2.tapper-ware.net.dest.at/Ba...ummies.zip
Just extract them to your Bad Company folder (save the original PS3_GAME\USRDIR\Output\ps3\movies folder first if you don't have a backup)
Some of those settings are questionable/placebo.
6 Preferred SPU Threads is effectively the same as auto.
Spurs threads at 6.... why? Leave it default, changing this option often causes issues esp when lowering it (which can help perf on low-core count CPUs).
Interesting that Relaxed Xfloat ran that well for you, in most games it causes major issues. I checked it for a few mins and seems to work well.. added to wiki. Hard to even determine if its any faster though as even with 60fps patch im just locked to 60 nomatter what.
Post a log/video of the game, with rpcs3 version and log file and we can move it to playable.